Files
niko c12fbe3fc6 m
2026-04-12 16:51:38 +02:00

177 lines
6.5 KiB
C#

using System;
using Cpp2IlInjected;
using UnityEngine;
namespace RecRoom.Core.AvatarSkeleton
{
// Token: 0x0200312C RID: 12588
[Token(Token = "0x200312C")]
[CreateAssetMenu]
public class AvatarSkeletonContent : ScriptableObject
{
// Token: 0x060154D7 RID: 87255 RVA: 0x004F7510 File Offset: 0x004F5710
[Token(Token = "0x60154D7")]
[Address(RVA = "0x1F04DC0", Offset = "0x1F03DC0", VA = "0x181F04DC0")]
public AvatarSkeletonContent()
{
int num = 0;
this.HeadPivotOffset.z = (float)num;
this.HeadPositionalFollowTime = 0.3f;
this.HeadPositionalDeadZoneRadius = 0.2f;
this.HeadPositionalInnerDeadZoneRadius = 0.08f;
this.HeadPositionalInnerDeadZoneDelayTime = 0.5f;
this.HeadPositionalReenterDeadZoneRadius = 0.04f;
this.HeadRotationalFollowTime = 0.2f;
this.HeadRotationalDeadZoneAngle = 40f;
this.HeadRotationalInnerDeadZoneAngle = 10f;
this.HeadRotationalInnerDeadZoneDelayTime = 0.5f;
this.HeadRotationalReenterDeadZoneAngle = 1f;
this.HeadRotationalMaxFollowAngle = 150f;
this.TypicalFollowTimeSmoothTime = 0.1f;
this.SkeletonPitchFollowTime = 0.2f;
this.MinWalkingBackwardAngleThreshold = 95f;
this.MaxWalkingForwardAngleThreshold = 90f;
this.WalkingForwardBackwardBlendTime = 0.1f;
this.SteeringBlendTime = 0.2f;
this.SpeedChangeTime = 0.1f;
this.DirectionChangeDampTime = 0.08f;
this.TurnInPlaceDampTime = 0.08f;
base..ctor();
}
// Token: 0x0400E148 RID: 57672
[FieldOffset(Offset = "0x18")]
[Token(Token = "0x400E148")]
[Header("Body Geometry")]
public Vector3 HeadPivotOffset;
// Token: 0x0400E149 RID: 57673
[FieldOffset(Offset = "0x24")]
[Token(Token = "0x400E149")]
[Header("Head Follow")]
[Tooltip("The number of seconds it takes for a positional follow to catch up when not steering.")]
public float HeadPositionalFollowTime;
// Token: 0x0400E14A RID: 57674
[FieldOffset(Offset = "0x28")]
[Token(Token = "0x400E14A")]
[Tooltip("An outer dead zone that has insantaneous effect.")]
public float HeadPositionalDeadZoneRadius;
// Token: 0x0400E14B RID: 57675
[FieldOffset(Offset = "0x2C")]
[Token(Token = "0x400E14B")]
[Tooltip("An inner dead zone that has a time-delayed effect.")]
public float HeadPositionalInnerDeadZoneRadius;
// Token: 0x0400E14C RID: 57676
[FieldOffset(Offset = "0x30")]
[Token(Token = "0x400E14C")]
[Tooltip("The number of seconds the inner dead zone must be exceeded before a follow begins.")]
public float HeadPositionalInnerDeadZoneDelayTime;
// Token: 0x0400E14D RID: 57677
[FieldOffset(Offset = "0x34")]
[Token(Token = "0x400E14D")]
[Tooltip("The value that must be reached for a follow to end.")]
public float HeadPositionalReenterDeadZoneRadius;
// Token: 0x0400E14E RID: 57678
[FieldOffset(Offset = "0x38")]
[Token(Token = "0x400E14E")]
[Space]
[Tooltip("The number of seconds it takes for a rotational follow to catch up when not steering.")]
public float HeadRotationalFollowTime;
// Token: 0x0400E14F RID: 57679
[FieldOffset(Offset = "0x3C")]
[Token(Token = "0x400E14F")]
[Tooltip("An outer dead zone that has insantaneous effect.")]
public float HeadRotationalDeadZoneAngle;
// Token: 0x0400E150 RID: 57680
[FieldOffset(Offset = "0x40")]
[Token(Token = "0x400E150")]
[Tooltip("An inner dead zone that has a time-delayed effect.")]
public float HeadRotationalInnerDeadZoneAngle;
// Token: 0x0400E151 RID: 57681
[FieldOffset(Offset = "0x44")]
[Token(Token = "0x400E151")]
[Tooltip("The number of seconds the inner dead zone must be exceeded before a follow begins.")]
public float HeadRotationalInnerDeadZoneDelayTime;
// Token: 0x0400E152 RID: 57682
[FieldOffset(Offset = "0x48")]
[Token(Token = "0x400E152")]
[Tooltip("The value that must be reached for a follow to end.")]
public float HeadRotationalReenterDeadZoneAngle;
// Token: 0x0400E153 RID: 57683
[FieldOffset(Offset = "0x4C")]
[Token(Token = "0x400E153")]
[Tooltip("The maximum amount the skeleton is allowed to follow behind the head.")]
public float HeadRotationalMaxFollowAngle;
// Token: 0x0400E154 RID: 57684
[FieldOffset(Offset = "0x50")]
[Token(Token = "0x400E154")]
[Space]
[Tooltip("When just following the head, we use the \"...FollowTime\" settings, but when steering, we use 0 as the follow time. We need a way to smoothly transition between those two different follow times, and that's what this setting is.")]
public float TypicalFollowTimeSmoothTime;
// Token: 0x0400E155 RID: 57685
[FieldOffset(Offset = "0x54")]
[Token(Token = "0x400E155")]
[Tooltip("Special-case smooth time for transitioning into flying to compensate for the considerably greateraccelerations and max speeds experienced while flying compared with other typical forms of locomotion.")]
public float FlyingFollowTimeSmoothTime;
// Token: 0x0400E156 RID: 57686
[FieldOffset(Offset = "0x58")]
[Token(Token = "0x400E156")]
[Header("Misc")]
public float SkeletonPitchFollowTime;
// Token: 0x0400E157 RID: 57687
[FieldOffset(Offset = "0x60")]
[Token(Token = "0x400E157")]
[Tooltip("Time axis is the normalized distance the hand effector currently is from the origin of the upper arm bone. A time of 0 implies the hand effector is directly on top of the upper arm origin (ie: up at your shoulder), a time = 1, that implies the hand effector is somewhere exactly a full arm's length away, a time of 1.7 implies the hand effector is somewhere exactly 1.7 times the arm's length away. Value axis is the effector weight from 0 to 1.")]
public AnimationCurve HandEffectorWeight;
// Token: 0x0400E158 RID: 57688
[FieldOffset(Offset = "0x68")]
[Token(Token = "0x400E158")]
public float MinWalkingBackwardAngleThreshold;
// Token: 0x0400E159 RID: 57689
[FieldOffset(Offset = "0x6C")]
[Token(Token = "0x400E159")]
public float MaxWalkingForwardAngleThreshold;
// Token: 0x0400E15A RID: 57690
[FieldOffset(Offset = "0x70")]
[Token(Token = "0x400E15A")]
public float WalkingForwardBackwardBlendTime;
// Token: 0x0400E15B RID: 57691
[FieldOffset(Offset = "0x74")]
[Token(Token = "0x400E15B")]
public float SteeringBlendTime;
// Token: 0x0400E15C RID: 57692
[FieldOffset(Offset = "0x78")]
[Token(Token = "0x400E15C")]
public float SpeedChangeTime;
// Token: 0x0400E15D RID: 57693
[FieldOffset(Offset = "0x7C")]
[Token(Token = "0x400E15D")]
public float DirectionChangeDampTime;
// Token: 0x0400E15E RID: 57694
[FieldOffset(Offset = "0x80")]
[Token(Token = "0x400E15E")]
public float TurnInPlaceDampTime;
}
}